Fallout 4 - Mods Now Available for Xbox One

I´m kinda out of the loop here, has the g.e.c.k. or the creation kit or whatever is called now been realeased for the PC version yet?
 
I never said that, please stop trying so hard to make me look bad. I said they weren't a factor of gameplay, not that they weren't fun. Skill checks represent story and dialogue which, in my opinion, are separate from gameplay.

And don't call me fat, my mommy says I'm big boned.
Well ... to some RPGs they are ... take away skill checks, particularly from a game like Fallout ... and what do you get? A travesty like F4 that is closer to Call of Duty than anything else.
Skill checks can be done completely without a narrative, or any dialog. They are more a part of the chosen gameplay than the story and narrative. The fact that you can have ALSO skill checks in dialogue, doesn't mean that it would be purely a story element. Have you ever played games like Jagged Alliance? Or X-Com? If your character didn't have certain skills, they would always fail at certain tasks. Like planting mines and explosives, or sneaking up on enemies, more viewdistance in the dark, better sniping and so on.
Skill checks, are NOT seperated from gameplay.
 
Wait, what?
The Science skill in Fallout 1 only ever comes in handy for gaining extra XP now and again, and there are barely any points when Speech checks come in handy. Like, I talked down the Master, the last boss of the game, with 3 Charisma and 0 points added to speech.
I liked that since it meant you needed to stay out of their way though as long as the AI wasn't doing it on purpose.
Suppose that's an alternative way of looking at things. For me it meant that I dumped my companions the moment I got Power Armor.
Could've used more time for fixing things up even though when compared to Bethesda games I disagree with "incredibly unbalanced" but to each their own.
It wasn't bad when compared to what Bethesda did with Gamebryo, but it definitely needed some work.
 
I meant more how your companions consistently shot you in the back, and how the difficulty was incredibly unbalanced, how the vast majority of battles were just people landing criticals on each other, and fights either being too easy or too difficult. Plus, Skills were incredibly unbalanced too, with Science and Speech being utterly worthless
I must have played a totally different game :confused: enemies rarely land criticals on me because I have MAX Luck and some playthroughs I even play with the Jinxed trait which makes things quite fun. Also I love the difficulty and I think Fallout 3 had it way more unbalanced, by level 5 the player can already kill pretty much anything and not to mention never die due to unlimited stimpack usage and instant healing. Also in Fallout 3 we have mini nukes... Which kills everything easy (except Behemoths but those are just bullet sponges).

In Fallout 1 we need to actually run away from some battles, and that to me makes sense, I think many players think the game is really hard because they try to defeat everything straight out of the vault and just get killed.

Uses of speech in Fallout 1:
  • You can persuade the armoury guard at Vault 13 to let you enter.
  • The leader of the rebel faction in the vault can be persuaded to listen to the Overseer
  • You can recruit Ian for free.
  • You can convince Garl to release Tandi for free (you also need him to 'think you are his father', this is a random chance, for Luck 9 male characters).
  • The Junktown guards will let you in at night,
  • A difficult check will stop the above attacking if you refuse to put your weapons away,
  • A raider takes a woman hostage in the Junktown rest house. You can persuade him to just walk away.
  • Speech determines whether Kane will let you see Decker, based on how you reply to him,
  • If you do Decker's assassinations in the Hub, but then turn him in, you can talk your way out of any involvement in the killings.
  • The drug dealer at the Hub will trade with you immediately instead of making you get a recommendation from Lemmy
  • In Necrepolis you can convince Harry that you're robot or ghoul or charm him if your character is female.
  • At the Master's lair at the Cathedral, there is a way to get a psychic nullifier without the necessary Int8, but you must have the Berserker special perk (for killing a lot more good people than bad).
  • Lastly along with other requirements, you can convince the Master that his plan is flawed, his mutants are sterile, and he will commit suicide.
Science might be more useless, I never play with a scientific character so I don't know all of the uses but I think it only applies to hack robots and terminals :shrug:.
 
No, we only must aware that supermutants are sterile and that's it. No correlation to science skill. End of cool story.
 
In Fallout 1 we need to actually run away from some battles, and that to me makes sense, I think many players think the game is really hard because they try to defeat everything straight out of the vault and just get killed.
I agree that having to run away from battles is a good thing, but Fallout 1 is only ever too easy or too hard. Throughout most of the game I'm either grinding to level up, or just one-shot killing Supermutants. Fallout 2 is far better in this regard IMO, as it is always difficult enough for you to use strategy, and to run away if theres too many, but once you get the hang of it, it becomes very doable. Plus, in FO1 I found that as soon as you get Power Armor, it becomes way too easy, and I practically waltzed through Mariposa, whereas in Fallout 2 it maintains the moderate difficulty throughout.
 
The Science skill in Fallout 1 only ever comes in handy for gaining extra XP now and again, and there are barely any points when Speech checks come in handy. Like, I talked down the Master, the last boss of the game, with 3 Charisma and 0 points added to speech.
But the way Science checks came were beautiful, though, the way I see it. With the sufficient Science, you can help teach that farmer in Shady Sands a better farming technique, that although doesn't really count toward the ending, is what I think helped greatly in growing Shady Sands into the capital of the NCR. But I digress, since it's probably one of, if not the only Science check I can think of off the top of my head at the moment. Fallout 2 certain got more Science checks.

Anyway, with the Master, you can convince him with zero Speech if you got Vree's holodisk, doesn't necessarily means it's as useless as you thought it to be. Speech has always been useful since Fallout 1, as elaborated by Risewild.
 
Do you have the link to that?, Sounds somewhat pathetic and funny at the same time.

Sure, I'll send a link in the inbox.

The Science skill in Fallout 1 only ever comes in handy for gaining extra XP now and again, and there are barely any points when Speech checks come in handy. Like, I talked down the Master, the last boss of the game, with 3 Charisma and 0 points added to speech.

I'm not so sure about that. I remember having Speech as one of my tag skills and it came in handy quite a bit, particularly when working with the scums of the Earth, such as Decker, Gizmo, and the Great Khans. I can't remember too many situations where it came in handy for "good" characters per say but for evil/neutral chaotic characters it was a lovely perk to have. For example, one of the only drug dealers in the game won't even talk to you unless you have a high enough speech. You could just kill him for his inventory but he's pretty much the only seller of radaway around the time you're heading to The Glow. As another example, if you are playing someone who's neutral and you do a both of Decker's assassination jobs, with a high enough speech you can still turn him in to the sheriff and get away scot-free without ever being connected to the murders. Lots of scenarios like that.

I´m kinda out of the loop here, has the g.e.c.k. or the creation kit or whatever is called now been realeased for the PC version yet?

Yes, it's been out since April. http://www.thebitbag.com/fallout-4-mods-use-xbox-one-ps4-creation-kit/154898 It's called the Creation Kit now though.
 
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I must have played a totally different game :confused: enemies rarely land criticals on me because I have MAX Luck and some playthroughs
I forgot about that, I agree except I didn't have max luck and I wasn't getting hit by criticals very often.

In Fallout 1 we need to actually run away from some battles, and that to me makes sense, I think many players think the game is really hard because they try to defeat everything straight out of the vault and just get killed.
I agree, people are too used to Bethesda's level scaled enemies because once they play a game like Fallout 1 and head into an area with enemies that'll pancake them, you hear things like "The game won't let me pass through because enemies are tough" and "I want to go through here and the enemies are too hard to kill".
I enjoy "Oh no" zones since that means I can't kill everything coming from the vault unlike post Morrowind Bethesda games where I just kill enemies the same level or 2-3 levels higher than me.
 
Skill checks can be done completely without a narrative, or any dialog. They are more a part of the chosen gameplay than the story and narrative. The fact that you can have ALSO skill checks in dialogue, doesn't mean that it would be purely a story element. Have you ever played games like Jagged Alliance? Or X-Com? If your character didn't have certain skills, they would always fail at certain tasks. Like planting mines and explosives, or sneaking up on enemies, more viewdistance in the dark, better sniping and so on.
Skill checks, are NOT separated from gameplay.

By your definition does that mean Fallout 4 has skillchecks?
 
Funny you should say that, NotAcasul was the one who called me a retard. No, I'm just not getting involved with this because this is the same child who's called me both autistic and Hitler in the same thread. There's no point even trying to make a valid argument with someone who results to instant namecalling the second you try to have a debate.

The hitler thing was me mocking you for calling me a fake Fallout fan.
 
By your definition does that mean Fallout 4 has skillchecks?

Yes fallout 4 does have skill checks. From what I can tell they're all on the U.S Constitution quest. And like fallout 3 they're only used to skip something (more radiant quest in this case) you may not want to do. Their presence there only highlighted how.severely the game was lacking them.
 
The hitler thing was me mocking you for calling me a fake Fallout fan.
Sure, I have seen a couple of them in videos. The few there are ... that is. Even if Beths implementation of skill checks is pretty bad, they are still skill checks after all ...
 
By your definition does that mean Fallout 4 has skillchecks?
More like stat checks, since Fallout 4 doesn't have skills. Still, a lil bit of stat checks here and there won't be enough to legitimize Fallout 4 as an 'RPG', let alone having a good RPG-gameplay mechanics, just like only a handful (like 9/10?) chances to act 'evil' (more like act asshole-ish instead proper evil) doesn't make Fallout 4 a game where you can play a truly, proper evil character.
 
Maybe you guys should get PC's and download nexus mods and you can get mods for all games, like all 3 and NV, and all the Elder Scrolls games.
 
I never understand why some fellow believe calling other something like Hitler or Autistic will let him win a argument.
 
I never understand why some fellow believe calling other something like Hitler or Autistic will let him win a argument.
Moving swiftly on from that, try to get back to what the thread was about, not some abhorrent guy spewing trash.
 
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